Global changelog

Updates and announcements

Moderators: elder, overseer, arch, avatar, creator

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ilmarinen
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Fighters and greater weapon focus

Post by ilmarinen » 29 Aug 2019, 18:06

Fighters received buff to their greater weapon focus and greater weapon specialization.
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ilmarinen
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Laggy summon spells change

Post by ilmarinen » 01 Sep 2019, 21:26

Namely animate dead and animate object, sticks into snakes.
First one had been long coming, I reported it myself like 12times >.<. Animate dead will summon beefier undead, but no more than a few of them. About 7 if youre archnecro.
They'll damage better and they'll have greater hp.
Animate object will spawn less objects, but they'll get more hp.
Sticks into snakes will spawn slightly less sneiks.
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ilmarinen
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Planar sending

Post by ilmarinen » 01 Sep 2019, 21:30

Fixed.
Someone tried to add real name quering? Didn't catch when this happened. Should work now, I hope.
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ilmarinen
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Plock

Post by ilmarinen » 03 Sep 2019, 23:26

Pledge locks with <plock> for creators+ to avoid collisions when editing.
Logfile is in /log/softlock
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ilmarinen
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Healing and undeath

Post by ilmarinen » 03 Sep 2019, 23:32

Undead creatures can no longer be healed with healing spells, instead they will be harmed and they'll receive healing when hit by spells dealing negative energy damage.
Living creatures can no longer be destroyed with positive energy and will be always healed if hit with such kind of damage.
These calculations are made on typed damage, so any type of positive energy will damage undead, and heal living and vice versa for negative energy. So don't wield sunblade if you're a zombie, you won't like the effects.

In addition all mass heal and harm spells have been rewritten to adjust for negative/positive energy logic. Using mass harm/heal on your undead/living companions won't make them attack you, and will heal them. Using mass heal/harm on members of your party won't affect undead/living members of the party. Using mass heal/harm on undead/living enemies will properly deliver the damage to all attackers.
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ilmarinen
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Spells and stuff

Post by ilmarinen » 05 Sep 2019, 10:38

Just don't forget to check in with spell lists for your classes.
I'm to lazy to remember changes and additions.
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ilmarinen
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Food poisoning

Post by ilmarinen » 07 Sep 2019, 14:08

Food poisoning and food spoilage had been removed.
Current diseases system had been moved to the area it is used in.
Once again it is safe to drink and eat, without running to infirmary after every meal!
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circe
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Advance

Post by circe » 07 Sep 2019, 21:26

The advance command has been altered to remove trainers. You should be able to advance at any level at boards, etc. If you run into any buggy issues, let me know.
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ilmarinen
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<fortune>

Post by ilmarinen » 08 Sep 2019, 07:28

I implemented a <fortune> command.
It had been really hard to code in so I really expect you all being appreciative of it.
Goodnight.
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ilmarinen
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Gun rules

Post by ilmarinen » 10 Sep 2019, 12:30

We adopted, unsurprisingly, pathfinder's ruleset for guns instead.
So they'll function like crossbows or normal weapons. They have normal WC for attacks, and their critical multiplied withing sane range (x2 or x4).
Settings vise we are in Very Rare Guns stage: Early firearms are rare; advanced firearms, the gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign. Firearms are treated more like magic items—things of wonder and mystery—rather than like things that are mass-produced. Few know the strange secrets of firearm creation.
They have Exotic profficiency, and most of them fire paper cartriges albeit with breechload system (mostly to rationalize rapid reload time).
Cannons are normal for human civilization at this point. Human naval combat exploits cannons as an integral part. Human siege warfare has no gravity or hook-law powered artillery left, it disappeared within a decade after The Silence.
Elves (and drow) don't yet know gunpowder exists, and won't notice it for another 500-1000 years.
Dwarven clans produce guns on a regular basis and adopted them rather quickly, but they usually don't trade them to outsiders.

Full list of supported guns you can see with <craft items weaponsmith>.
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ilmarinen
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Briefcomat

Post by ilmarinen » 10 Sep 2019, 12:52

Briefcombat is on by default.
If you don't like it, use <set brief_combat off>
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ilmarinen
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Language pick on creation

Post by ilmarinen » 11 Sep 2019, 17:06

You can now pick one language on character creation, if your intelligence is above 16.
The choice is racial.
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ilmarinen
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<cast>

Post by ilmarinen » 11 Sep 2019, 17:52

<cast> now can use currently <pose>d class instead of forcing you to specify the class each time.
E.g. <cast fireball on attacker> will work if your currently posed class can cast fireballs.

If you're just a single class you don't even need to pose. <cast spellname spellargs> will always pick your current class.

This extension works for clerical spontaneous casting too, e.g. <cast resurrection as harming on attacker> will cast mass harm on attacker if you have resurrection prepared.
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ilmarinen
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PK is NOPK now

Post by ilmarinen » 12 Sep 2019, 17:41

PK flag had been renamed into NOPK flag.
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ilmarinen
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create undead, animate dead, the dead walk adjustment.

Post by ilmarinen » 12 Sep 2019, 19:03

  • Animate dead and the dead walk will summon slightly weaker skeletons, but with enchanted swords
  • Create undead will summon a graveknight with enchanted halberd
  • Create greater undead will summon a skeleton mage
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ilmarinen
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Re: Global changelog

Post by ilmarinen » 12 Sep 2019, 22:28

False life had been removed from bard spell list.
Bards received "kiss of feywild" spell, that also can be used as positive energy damaging spell if cast on undead.
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yves
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Joined: 27 Mar 2019, 00:21

Re: Global changelog

Post by yves » 19 Sep 2019, 17:23

The bloodshards available from general stores have been updated to consume collector quest items on use. If you want to claim your sweet rewards you will need to be able to leave an area through conventional means.
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ilmarinen
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Former Auril's temple

Post by ilmarinen » Yesterday, 16:42

Former's Auril's temple had been restored.
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ilmarinen
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<rumors>

Post by ilmarinen » Yesterday, 18:28

Titania's Appropriate area lists have been incorporated into <rumors> command.
Future updates to this list should be expected to be seen there.
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